When engaging in social interaction, people rely on their ability to reason about unobservable mental content of others, which includes goals, intentions, and beliefs. This so-called theory of mind ability allows them to more easily understand, predict, and influence the behavior of others. People even use their theory of mind to reason about the theory of mind of others, which allows them to understand sentences like Alice believes that Bob does not know about the surprise party'. But while the use of higher orders of theory of mind is apparent in many social interactions, empirical evidence so far suggests that people do not use this ability spontaneously when playing strategic games, even when doing so would be highly beneficial. In this paper, we attempt to encourage participants to engage in higher-order theory of mind reasoning by letting them play a game against computational agents. Since previous research suggests that competitive games may encourage the use of theory of mind, we investigate a particular competitive game, the Mod game, which can be seen as a much larger variant of the well-known rock-paper-scissors game. By using a combination of computational agents and Bayesian model selection, we simultaneously determine to what extent people make use of higher-order theory of mind reasoning, as well as to what extent computational agents can encourage the use of higher-order theory of mind in their human opponents. Our results show that participants who play the Mod game against computational theory of mind agents adjust their level of theory of mind reasoning to that of their computer opponent. Earlier experiments with other strategic games show that participants only engage in low orders of theory of mind reasoning. Surprisingly, we find that participants who knowingly play against second- and third-order theory of mind agents apply up to fourth-order theory of mind themselves, and achieve higher scores as a result.
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Numerous organizations have embarked on playful endeavors such as serious gaming (playing games with a learning/training purpose) and 'gamification' (applying game technology and principles to make existing practices more game-like). One could consequently theorize about the dawn of playful organizations, i.e. a type of organization that is culturally and structurally playful. This article offers a first step towards a playful organization theory. It specifically offers a conceptual framework of a playful organizational culture. Following a review of play theory as well as organization and management theory that was inspired by play, the author describes a playful organizational culture as encompassing contingency, opportunism, equivalence, instructiveness, meritocracy and conviviality as values. The framework offers leaders, managers and game/play designers opportunities to further develop playful endeavors for organizations. It also offers social scientists opportunities to further research the emergence and issues of playful organizations.
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Numerous organizations have embarked on playful endeavors such as serious gaming (playing games with a learning/training purpose) and 'gamification' (applying game technology and principles to make existing practices more game-like). One could consequently theorize about the dawn of playful organizations, i.e. a type of organization that is culturally and structurally playful. This article offers a first step towards a playful organization theory. It specifically offers a conceptual framework of a playful organizational culture. Following a review of play theory as well as organization and management theory that was inspired by play, the author describes a playful organizational culture as encompassing contingency, opportunism, equivalence, instructiveness, meritocracy and conviviality as values. The framework offers leaders, managers and game/play designers opportunities to further develop playful endeavors for organizations. It also offers social scientists opportunities to further research the emergence and issues of playful organizations.
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In social settings, people often need to reason about unobservablemental content of other people, such as their beliefs, goals, orintentions. This ability helps them to understand, to predict, and evento influence the behavior of others. People can take this ability furtherby applying it recursively. For example, they use second-order theory ofmind to reason about the way others use theory of mind, as in ‘Alicebelieves that Bob does not know about the surprise party’. However,empirical evidence so far suggests that people do not spontaneously usehigher-order theory of mind in strategic games. Previous agent-basedmodeling simulations also suggest that the ability to recursively applytheory of mind may be especially effective in competitive settings. Inthis paper, we use a combination of computational agents and Bayesianmodel selection to determine to what extent people make use of higherordertheory of mind reasoning in a particular competitive game, theMod game, which can be seen as a much larger variant of the well-knownrock-paper-scissors game.We let participants play the competitive Mod game against computationaltheory of mind agents. We find that people adapt their level oftheory of mind to that of their software opponent. Surprisingly, knowinglyplaying against second- and third-order theory of mind agents enticeshuman participants to apply up to fourth-order theory of mindthemselves, thereby improving their results in the Mod game. This phenomenoncontrasts with earlier experiments about other strategic oneshotand sequential games, in which human players only displayed lowerorders of theory of mind.
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Metaphor is one of the important discursive themes in organizational literature (Grant et al.,2001). Metaphors play an important role in the discourse within organizations as well as in theorizing about organizations. This empirical paper focuses on the latter by analysing the role of metaphor in the development of theoretical concepts – in particular the concept of social capital – through the means of quantitative content analysis. Some authors argue that metaphors should be avoided in organizational theory (Bourgeois and Pinder, 1983; Tinker, 1986). Others see metaphors as valuable creative tools for developing new theories and insights (Weick, 1989). Morgan (1997) has shown that many theories about organizations can be ‘reordered’ (Keenoy et al., 2003) into a particular metaphorical view of organizations, showing the metaphorical bases of organizational theorizing. Lakoff and Johnson (1980, 1999) go even further, presenting compelling evidence from cognitive science indicating that metaphors are inescapable because they are the basis for our abstract reasoning. There is a debate about the way metaphor works (Black, 1993; Cornelissen, 2005; Heracleous, 2003; Keenoy et al., 2003; Lakoff and Johnson, 1999; Marshak, 2003; Oswick et al. 2002, 2003; Tsoukas, 1991;) especially about whether metaphor is simply a matter of comparison highlighting the analogies in the source and target domain, or whether a metaphor does more then that. In the paper we take the latter position and adopt Lakoff and Johnson’s (1999) model of cross-domain mapping. This model states that not only similarities and features are transferred from the source to the target domain but that the target domain often gets its structure from the source domain. The metaphorical mapping from the source to the target domain can be rich and complex because metaphors have many ‘entailments’. Entailments are the connotations of the metaphor that transport meaning from the source to the target domain. Furthermore, the application of conceptual metaphor often happens out-of-awareness (Lakoff and Johnson, 1999; Marshak, 2003). It is part of the unconscious mental operations concerned with conceptual systems, meaning, inference, and language. We can recognize the unconscious use of metaphor in organizational theorizing by looking at the literal meaning of organizational concepts and statements (Andriessen, 2006).
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Design In our modern world, we are constantly confronted by challenges of a societal, ecological, organisational, strategic or cultural nature. These so-called wicked problems are difficult to define and even harder to solve, often requiring feats of collaboration. Design, Play, Change is a Design Thinking book and game created for managers, entrepreneurs, trainers, coaches, educators and students who want to develop innovative ideas for future change within and between their teams or organisations. In short, this book is the active agent that can be used to theorise, restructure and overcome challenges we face on a daily basis. Play Crafted both for experts in Design Thinking and for those just getting started, Design, Play, Change will explain the theory behind designing as well as demonstrate how to think, act, create and feel like a designer. With 40 method cards, spanning across different critical roles like the Creator, Emphatiser, Thinker and Maker, the book presents an extremely accessible and fun way of examining complex contemporary challenges with a light-hearted outlook. Regardless of what challenge needs to be overcome, this collaborative game creates a shared vision of the challenge at hand while also generating inspiring insights, fresh ideas and productive activities. Above all, Design, Play, Change is inspirational, energising and fun for you and the whole team playing along with you. At it’s core, Design, Play, Change teaches readers and players a practical way of reframing, envisioning and evaluating their challenges and ideas, addressing them like a designer would in a collaborative game format. Design, Play, Change is a game and a book and is avaliable here: https://www.bispublishers.com/design-play-change.html
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To improve people’s lives, human-computer interaction researchers are increasingly designing technological solutions based on behavior change theory, such as social comparison theory (SCT). However, how researchers operationalize such a theory as a design remains largely unclear. One way to clarify this methodological step is to clearly state which functional elements of a design are aimed at operationalizing a specific behavior change theory construct to evaluate if such aims were successful. In this article, we investigate how the operationalization of functional elements of theories and designs can be more easily conveyed. First, we present a scoping review of the literature to determine the state of operationalizations of SCT as behavior change designs. Second, we introduce a new tool to facilitate the operationalization process. We term the tool blueprints. A blueprint explicates essential functional elements of a behavior change theory by describing it in relation to necessary and sufficient building blocks incorporated in a design. We describe the process of developing a blueprint for SCT. Last, we illustrate how the blueprint can be used during the design refinement and reflection process.
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In 2005 and 2006, almost sixty Dutch National Sport Federations (NSFs) participated in a special program for creating a marketing strategy for the next four years. This program was initiated and organized by NOC*NSF (the Dutch Olympic Umbrella Sports Organization). The NSFs had to joint the project to receive funds. For most of them it was the first time they seriously analyzed the market with the aim of developing new programs. The purpose of this paper is to explore to what extent Dutch NSFs are capable to change their structures to become more market oriented and more market responsive in order to write strategic plans. The changed structures are investigated using the "institutional theory" (Tolbert & Zucker, 1996) and are explained by exogenous (market context and institutional context) and endogenous (interests, values, power dependencies, and capacity for action) dynamics from the neo-institutionalist framework (Greenwood & Hinings, 1996). In 2005 NSFs were expected to be in a pre-institutionalized stage, i.e. they were supposed to develop new organizational structures in response to specific problems (Kikulis, 2000). Now, approximately 1½ years after finishing their strategies, the question arises whether they have reached the semi-institutional stage, i.e. whether the new structures or actions are diffused across organizations, yet still subject to change and whether old structures are yet eroding (Kikulis, 2000). Methods Studying the intended structural change of NSFs requires an in-depth study of their social reality and the reactions and interpretations of involved actors, including their applied meanings to certain situations. Greenwood & Hinings (1996) plead for detailed comparative case-studies when studying institutional changes. Therefore three NSFs has been selected: The Royal Dutch Korfball Federation (KorfFed); The Royal Dutch Billiards Federation (BillFed); and the Dutch Jeu de Boules Federation (JeuFed). These three federations differ on size, amount of housed sports, number of associated clubs, sorts of intermediary decision making bodies, employed FTE's, and more. Therefore it is expected that the tempo of institutionalization of the new, market oriented, structures, will differ among them. Sugden & Tomlinson (2002) developed a multi-method style of qualitative research for making sense of the deep, inside information below the surface of everyday life. They call it the "Brighton method. Applying the Brighton method for this research implies that the three cases will be studied with respect to their history, their present marketing actions, their results and the changes in their organization. In-depth interviews, document analysis (policy plans, marketing plans and more), and where possible observations and participations are used to create a critical and investigative view of the organizations in change. Results The KorfFed used the marketing program to further develop existing programs. Although the outcomes of these programs were not new, the program has opened the eyes of the president, director and staff members. They are now conscious of the urgency of a market orientation, and a marketing orientation (a marketing position has already been introduced), and they see opportunities in attracting non-competition playing korfball players. They have, however, not yet reached the phase of semi-institutionalization of the market oriented structures. This can be concluded from the following: - The organization still has an ad-hoc character; - Some board members still make decisions based on their own insights rather than on information from the professional part of the organization; - Decisions to start programs are still grounded on subsidy possibilities rather than on market possibilities. Interest dissatisfaction and power dependencies are the main dynamics that form barriers in the planned organizational change. The BillFed is a federation that covers four disciplines, i.e. pool, snooker, carom, and billiard 3 cushions. The federation used to act upon these four disciplines. The marketing program has made clear that the BillFed should act upon target groups instead of on these disciplines. Therefore, the federation created a vision to reach youth, young adults, as also elderly people. Carrying out this new vision requires a market orientated structure (focus on target groups) instead of an internal orientated structure (focus on discipline groups). This new vision is created on an upper level (general board together with professional staff) in the organization. This federation also introduced a professional marketing position. Unfortunately, the underlying layers remain slightly passive and are not willing to work along the new structures, which mean that the new structures have not been diffused across the whole organization. Interest dissatisfaction, value commitments and power dependencies are the problematic dynamics. The JeuFed used to have a strong competition and tournament (internal) orientation, while many jeu-de-boules players play the game just for fun. The marketing program has created the insight that the just-for-fun players are also an important target group. Hence, 3 projects are developed to make club membership more attractive for all jeu-de-boules players. Since the federation never worked with projects before, they just found out that implementing projects such as these requires new structures. The JeuFed has just arrived in the pre-institutionalized phase, still far away from the semi-institutionalized chapter. Power dependencies and a lack of capacity for change are influencing dynamics in this case. Discussion Although it is already 1½ years ago that Dutch NSFs finished their marketing program, in none of the described cases the new structures have reached the semi-institutional stage. These new structures or actions are not yet diffused across the organizations, and the old structures are not eroding. In all three cases another combination of endogenous dynamics are influencing the process of organizational change. Continuing research is needed to find out whether these federations will ever reach the next stage of institutionalization and which dynamics will play an important role.
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Expectations are high for digital technologies to address sustainability related challenges. While research into such applications and the twin transformation is growing rapidly, insights in the actual daily practices of digital sustainability within organizations is lacking. This is problematic as the contributions of digital tools to sustainability goals gain shape in organizational practices. To bridge this gap, we develop a theoretical perspective on digital sustainability practices based on practice theory, with an emphasis on the concept of sociomateriality. We argue that connecting meanings related to sustainability with digital technologies is essential to establish beneficial practices. Next, we contend that the meaning of sustainability is contextspecific, which calls for a local meaning making process. Based on our theoretical exploration we develop an empirical research agenda.
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Emotions are a key component of tourism experiences, as emotions make experiences more valued and more memorable. Peak-and-end-theory states that overall experience evaluations are best predicted by the emotions at the most intense and final moments of an experience. Peak-and-end-theory has mostly been studied for relatively simple experiences. Recent insights suggest that peak-and-end-theory does not necessarily hold for tourism experiences, which tend to be more heterogeneous and multi-episodic in nature. Through the novel approach of using electrophysiological measures in combination with experience reconstruction, the applicability of the peak-and-end-theory to the field of tourism is addressed by studying a musical theatre show in a theme park resort. Findings indicate that for a multi-episodic tourism experience, hypotheses from the peak-and-end-theory are rejected for the experience as a whole, but supported for individual episodes within the experience. Furthermore, it is shown that electrophysiology sheds a new light on the temporal dynamics of experience
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